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What’s the difference between ability haste and CDR?
Although preseason has been out for over a month now, some of you still may be struggling with understanding the difference between the two, so here is the explanation!
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As well all know, part of the new preseason changes to League of Legends have introduced the abolishment of cooldown reduction or CDR. Whilst this classic stat of the game, that has been with us since LoL’s conception, has been scrapped, it has instead been replaced with a new and improved version.
CDR is now known as “Ability Haste” and all subsequent items, runes and other in game stats have had their CDR replaced with Ability Haste points/percentages. So, apart from the redesigned name, what exactly is the difference between Ability Haste and CDR and how does it affect the cooldown of your abilities now?
How does Ability Haste work?
A simple comparison to help understand Ability Haste is that it's just like Armor / MR. You can get as much of it as you want and the value is always the same.— Mark Yetter (@MarkYetter) August 7, 2020
More armor -> more physical reduction
More ability haste -> more casts per minute
There are a few key differences between the two but the main one is the way that the stats scale. CDR functioned upon exponential scaling, meaning that the more CDR you got, the more valuable the stat was. In other words, efficiency increased with the addition of CDR so you would get more for purchasing more.
Due to this exponential scaling of CDR, there has always been a cap on how much CDR you could get; the maximum limit of CDR used to be 40% and with the addition of Cosmic Insight rune in the Inspiration tree, you could achieve 45%. At 10% CDR, you’ll cast 11% more times, while at 40% CDR, you’ll cast 66% more times.
On the other hand, Ability Haste functions upon linear scaling which means that at all values it will have the same impact. But Ability Haste has no cap and so you will be able to reach higher levels of cooldown on abilities, Summoner Spells etc., than you would have been able to via the old CDR system.
The absence of a cap limit is another one of the fundamental differences between the two. You still will not be able to achieve 100% cooldown, as this is mathematically impossible, but you will be able to exceed the previous maximum of 45% CDR. At 66 Ability Haste, you will break through the 45% CDR cap and at 100 Ability Haste you’ll be able to reach 50% CDR.
According to Riot Games, Ability Haste is more “flexible” and should allow players to “create clearer build choices” whilst still maintaining the functionality of cooldowns on your spells and abilities.
Our goal when tuning the move from CDR to Ability Haste is that there is on average the same amount of Cooldown Reduction on champs.— Mark Yetter (@MarkYetter) August 7, 2020
The upside (and why we're doing it) is that build flexibility is dramatically better and there are more choices around haste vs non haste builds.
Which items give you Ability Haste?
Here’s a list of all items that currently give Ability Haste in League of Legends:
- Sunfire Aegis
- Frostfire Gauntlets
- Berserker Suit
- Duskblade of Draktharr
- Prowler’s Claw
- Liandry’s Anguish
- Hextech Rocketbelt
- Axamuk’s Folly
- Night Harvester
- Trinity Force
- Divine Devourer
- Shurelya’s Battlesong
- Locket of the Iron Solari
- Moonstone Renewer
- Navori Quickblade
- Cosmic Drive
- Serylda’s Grudge
- Chempunk Chainsword
- Chemtech Fumigator
- Ixtali Wardstone
- Ixtali Wardstone Upgrade
- Essence Reaver
- Gargoyle Stoneplate
- Spirit Visage
- Frozen Heart
- Randuin’s Omen
- Ravenous Hydra
- Black Cleaver
- Death’s Dance
- Zeke’s Convergence
- Knight’s Vow
- Mikael’s Blessing
There are now even more items that offer “CDR” than before, so Riot has achieved what they set out to do by offering players more flexibility with builds, rather than having to always purchase the same items just to get the CDR bonus.
Only time will tell whether these changes have a positive impact on the game and on the meta and now is the perfect time to test this theory. Having endured preseason for quite some time now, there has been a ton of mixed opinion on all of the new items, with the consensus being that almost everything is ridiculously overpowered now.
This begs the question; have Riot gone a step too far with the new items? Sure, the removal of CDR and addition of Ability Haste does not seem to be the point of blame here, but the arrival of Mythic items plus others have offered new ways for champions to be extremely strong very early on into the game, even for those champs who are known as being late game scalers.
We still have some time to go before the new ranked and competitive season begins and if there is enough backlash from the community, then Riot will inevitably be left with no choice but to make some changes.
But for now, the best thing you can do is try to enjoy the preseason, use this time to perfect your champions and master the functions of the new items. As always, good luck in solo queue, have fun and do not be toxic!